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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8725392" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 114: December 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Notes from HQ: They're still dealing with pushback from their attempts to impose more rules here. Apparently enough people have complained about the idea of a strict limit of 6 PC's per tournament that they're delaying that policy and asking for more feedback before making it final. They're not compromising on the strict regulation of magic items though. Get all your old ones properly certificated or lose them, because the deadline for that draws ever nearer. Then hopefully they'll be able to focus more on the fun bits, like how to join all those knightly orders they introduced a few months ago. Not everyone is satisfied with staying a golden rooster forever. This is much the same tone as last issue then. Change is coming, but it always takes longer and involves more tedious repetition to the people who weren't paying attention first time than you'd like. </p><p></p><p></p><p></p><p>A World of Your Own: Roger's campaign outline this month is even more brutal than last one. A world in which the sun went out, and the gods used up most of their magical energy to keep the whole place from freezing to death. (still better than dying because you have no worshippers, after all) Now the gods are weak, large swathes of species are extinct, others have been intentionally transformed to better cope with the eternal darkness, and people are only just starting to adapt and rebuild. What treasures are to be found in the ruined places, and what weird new things are emerging? (and will you play one of them) Flying goblins, pseudo-vampires & ghouls evolved from humans, necromancers are highly in demand to make up the labor shortage, everyone is getting a crash course in fungi cultivating, day-to-day life looks very little like before. There are some dungeons, but since part of keeping the planet alive involved bringing lots of extra tectonic heat to the surface, nothing like the deep networks in the last issue. There's definitely room for tons of adventure here, both the gritty survivalist type, and the epic quest to find out what happened to the sun and bring it back to life. (or at least, get the world a replacement one) Might be a tough sell to some players who want a more traditional fantasy world, but I'm sure there are enough people who like their ultra-darkness literal to get a game going anyway. Have fun expanding on the weird little details of the new ecology, as that seems like it could easily fill a lifetime. </p><p></p><p></p><p></p><p>Winter Fantasy Game Convention: Winter Fantasy is one of the most important conventions for the RPGA, as it's where they hold their big election contests, and this year is another big one. So here's a full 6 pages of previews and preregistration details, so you know what adventures and seminars are taking place and can plan out your weekend well in advance. Which of the 12 AD&D adventures, 5 for other systems and 14 seminars will you put in the 9 timeslots, and will you leave at least one open just for wandering around and seeing the sights? It does look like another instance where you're spoiled for choice. Hope you've got the stamina to keep up, because gaming non-stop from 8am-midnight several days in a row would need another holiday afterwards just to recover.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8725392, member: 27780"] [b][u]Polyhedron Issue 114: December 1995[/u][/b] part 2/5 Notes from HQ: They're still dealing with pushback from their attempts to impose more rules here. Apparently enough people have complained about the idea of a strict limit of 6 PC's per tournament that they're delaying that policy and asking for more feedback before making it final. They're not compromising on the strict regulation of magic items though. Get all your old ones properly certificated or lose them, because the deadline for that draws ever nearer. Then hopefully they'll be able to focus more on the fun bits, like how to join all those knightly orders they introduced a few months ago. Not everyone is satisfied with staying a golden rooster forever. This is much the same tone as last issue then. Change is coming, but it always takes longer and involves more tedious repetition to the people who weren't paying attention first time than you'd like. A World of Your Own: Roger's campaign outline this month is even more brutal than last one. A world in which the sun went out, and the gods used up most of their magical energy to keep the whole place from freezing to death. (still better than dying because you have no worshippers, after all) Now the gods are weak, large swathes of species are extinct, others have been intentionally transformed to better cope with the eternal darkness, and people are only just starting to adapt and rebuild. What treasures are to be found in the ruined places, and what weird new things are emerging? (and will you play one of them) Flying goblins, pseudo-vampires & ghouls evolved from humans, necromancers are highly in demand to make up the labor shortage, everyone is getting a crash course in fungi cultivating, day-to-day life looks very little like before. There are some dungeons, but since part of keeping the planet alive involved bringing lots of extra tectonic heat to the surface, nothing like the deep networks in the last issue. There's definitely room for tons of adventure here, both the gritty survivalist type, and the epic quest to find out what happened to the sun and bring it back to life. (or at least, get the world a replacement one) Might be a tough sell to some players who want a more traditional fantasy world, but I'm sure there are enough people who like their ultra-darkness literal to get a game going anyway. Have fun expanding on the weird little details of the new ecology, as that seems like it could easily fill a lifetime. Winter Fantasy Game Convention: Winter Fantasy is one of the most important conventions for the RPGA, as it's where they hold their big election contests, and this year is another big one. So here's a full 6 pages of previews and preregistration details, so you know what adventures and seminars are taking place and can plan out your weekend well in advance. Which of the 12 AD&D adventures, 5 for other systems and 14 seminars will you put in the 9 timeslots, and will you leave at least one open just for wandering around and seeing the sights? It does look like another instance where you're spoiled for choice. Hope you've got the stamina to keep up, because gaming non-stop from 8am-midnight several days in a row would need another holiday afterwards just to recover. [/QUOTE]
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